I never had this problem, except when the map was totally discovered.
I don't know what happened, but i restarted the game and [Explore] button started working again.
We thought it would be better to have only one good speed, rather than several bad.
Well, neither you, other players nor i will know if the other speeds are bad. Having the options and warning about the inconveniences of choosing them is better than just reducing options... specially to just one.
It seems to me that new world colonies only export raw resources (when it was possible). That's why, in Europe the cloth prices was similar with cotton prices in this mod.
I even wonder if I shouldn't decrease again all end products.
Well, historically new world colonies exported raw resources mostly... but as the year passed a small local industry appeard and started to produced manufactured commoditites. That was the main reason for European powers to decree monopoly and tax raises, which in turn lead to revolution.
So, it's local industry who finally forces local governments to fight for independence in order to have control of their own economies.
Also having a variety of raw materials and manufactured commodities is a great way to represent diversification. It'll be very hard that all prices go down simultaneously, so if my colonies have a lot of different resources it's more likely the economy will be more healthy.
Gold was considered, for Native, like common stones. So, we don't want to change this system.
I'm not expecting to change the system... without a good argument, so read on.
Some native cultures where ready to hand over those worthless bright yellow stones to europeans in exchange for worthless trade goods they offered.
Gold was, culturally, of great value to europeans... just as trade goods were, culturally, of great value to natives. So commerce started that way, as a bartering... but as natives started to find trade goods useless and gold valuable for europeans, it became a currency.
Further more, this is well reflected as natives even hand you gold without asking anything in return... possibly just good will. When visiting villages, it's possible to get a certain ammount of gold for free... so if that's possible (getting gold for free) as part of the system how come it won't be possible to give something in return for the gold of the natives?
Was then intended to have nothing to trade with natives in the beginning?
This might be linked with the variety of manufactured commodities as natives will likely be interested in cigars more than they should be in tobacco.
It is a good idea! I think i will add it, I should talk about it to Dazio.
Thank you for considering the forester unit as a complement for agronomist.
Those two points will be upgraded.
Awesome!
Thank you for the encouragement

!
I'm not lightly to give praise, even though i'm a teacher... so encouragement is well deserved.
I have a couple more questions.
Is it a but or is intended (i didn't pay attention at the beggining, but later noticed it) to have a 15% tax raise just a few turns from start?
I've read you plan to have woods to produce logs that should be converted to planks by carpenters. So planks will replace happers as the unit of "working power"?
Related to this is the point that wood not only served to construct building, but furniture as well... which is a manufactured commodity that might be added. This is despite your desire to reduce variety of products, as i already pointed out that's nice to have a lot of options to choose from... as it gives variety and replayability.
But just as blacksmith manages to turn ore into tools that, in turn, allow gunsmith to produce muskets. Maybe plankers manages to turn logs into planks that, in turn, allow both carpenters and constructors to make furnitures and buildings respectively.
So far.
Boiler: turns indigo in to dye. Powderer: turns cocoa into chocolate. Toaster: turns coffee beans into coffee. Lumberjack: now produces logs from forests. Planker: turns logs into planks. Carpenter: turns planks into furniture. Constructor: turns planks into buildings. Clay gatherer: produces clay from wetlands. Potter maker: turns clay into pottery.
Of course, all these requires the prices of manufatured commodities be much higher than raw materials. This will encourage the market to prefer former than latter, which i think is intended by the game. Tobacco gives me quick but few gold, while cigars gives me slower but greater gold... it's a tough choice depending on the availability of cigar makers.
Also i can refuse a tax raise on tobacco when i'm a producer... because i could still sell cigars.
Well, maybe i'm writting to much... sorry.
Congratulations again!
